A cloud of dust forms over the horizon as a titanic army of evil threatens the entire civilized world! The Master of the Desert Nomads and his legions are back, and they form the greatest threat that you have ever faced. You must persuade powerful rulers to join you cause, stave off threats to the alliance, and lead your armies to victory! This adventure contains a full-color map of the D&D Expert Set game world, 200 counters, and a special expansion of the War Machine mass combat rules that allows you to fight the entire war as a strategic wargame! Major battles and engagements can be fought using the BATTLESYSTEM Fantasy Combat Supplement for incredible tabletop action. Never-before-published information on all the nations of the Expert Set game world provides background and detail that will enrich your campaign. This adventure includes large-scale battles and uses an expansion of Douglas Niles and Gary Spiegel's warfare system, "The War Machine", developed as part of the D&D Companion Set (BECMI Ed.) from 1984. "Red Arrow, Black Shield" is more than just a follow-up to X4/X5; it's a lynchpin for the entire B/X/CM adventure sequence. The players travel through many lands that were home to past adventures, and their past interactions with those places could affect diplomacy in this new adventure. TSR 9160
A magical storm builds over the Anauroch desert bringing portents of death and destruction to Faerûn. Giants imbued with the power of death itself threaten to permanently destroy the giant Ordning and small folk in their wake. Can you stop these unnatural giants and those that seek to control them? A 2 Hour Adventure for 17th-20th Level Characters. Optimized for five 18th-level characters.
The story takes place in a village in Ravenloft. The party has been invited to accompany the young couple Burgomaster Alexandru and Mihaela Nichitovich [ni-KEE-toh-vich] of the hamlet of Nichitovia [ni-kee-TOH-vee-uh] to Rosenwald, a deeply religious community. Alexandru has asked the priests of Rosenwald to conduct a traditional ritual to gain him the favor of the Morninglord for his tenure as burgomaster. This is a ritual all burgomasters traditionally receive, including his late grandfather, who is entombed at Rosenwald. Father Petre and Sister Elena of the church of the Morninglord loosely run Rosenwald. They offered to throw Alexandru a banquet at the House of the Morninglord before the ritual, set to take place during the next full moon. However, all of the clergy have secretly become afflicted with the aswang curse. Father Petre is a halimaw and Sister Elena a kubot, both of whom gained their powers through dark pacts with demon lords of the Abyss. The other priests and acolytes are busos, survivors of encounters with roaming tigbanuas, who found sanctuary with Petre and Elena. The pair refer to these busos as their flock, and plan to feast on the guests after the banquet.
The quest continues…kind of! After enjoying the accolades of your previous successes in the Barony of the Knolls, your group begins to get that adventuring itch and finds a job opportunity and will allow you to see more of the Duchy of Bast at the same time. The local caravan service is in need of a few hearty individuals that can handle themselves in a fight. A quick trip to Phillipsburg should give you an idea of where you would like to go next right?
Set in the Age of Mortals, 80 years after the War of the Lance, adventurers seek the legendary sword Chaos Reaver, a magical weapon that can help defeat the incursion of chaos creatures left over after the Chaos War. The adventure brings the heroes from the misty isle of Cristyne into the otherworldy realm of the Gray and is designed with flexibility for 4-5 characters of levels 5 up to 9. The adventure also introduces chaos creatures such as the shadow wight and daemon warrior, as well as several other classic Dragonlance creatures new to 5th Edition - the wichtlin, artifact spirit, and white dragonspawn. Also includes full details on the magical sword Chaos Reaver and a variety of handouts that give clues to the characters as they seek the sword.
The small town of Welwyn has been beset by a string of robberies. The heroes are led to the natural cave system located at the bottom of the town well, which they must explore to find the burglars. But once they’re in the cave system, things get much more difficult! The “burglars” turn out to be mere pawns in a much darker game. To get to the source of the crimes, the heroes must shrink themselves with potions of improved reduce person and explore a series of dangerous rat warrens where their prey is larger than they are!
People in the Blight begin to awaken at night burning with an all-too-real fire. Most of them die horribly, spouses or lovers staring in shocked horror at their sudden death throes in the grip of consuming flames. A few of the truly unlucky actually manage to survive -- if living in such a state can be called survival. There seems to be no rhyme or reason in the victims of these incinerating dreams, as those among the high and low fall victim to its touch, and the locals each pray that he or she will not be next. Now no one dares to sleep. By renowned author and creator of the Blight, Richard Pett, The Crucible is a 7th-level stand-alone adventure of urban horror set in his own crooked city of the Blight. This adventure may not be suitable for children below the age of 13.
The Therayle farm, which has been in the family for generations, was the best producing in the region. It now faces ruin. Hugh Therayle, the current owner, is at wit's end trying to reestablish even a modicum of control over the disrupted land. But, when Hugh saw the ancient doorway jutting up from the middle of the field where his corn used to be, he knew that this wasn't the type of problem a plow could solve. More than two centuries ago, a red wizard by the name of Houn made a discovery that shook the foundations of magic on Toril. Yet, due to a considerable amount of effort on his part, it never saw the light of day. The exact nature of this discovery is unknown but it involves the location of the skeletal fragments of an ancient being. The weave, which governs all magic on Toril, reacts strangely to the fragments. More information existed before Houn destroyed his research and fled Thay. His current whereabouts are unknown but many of his peers have attempted to track him down and steal his research for themselves.
The Siegue of Sâlorium is a lvl 1-3 adventure in a fantasy world for 4-5 players with the characters have to find the origin of the tremendous attacks on Slorium. An adventure with pregenerated characters, suitable to any campaign in a fantasy setting.
This deluxe adventure takes heroes into the ruins of Gardmore Abbey, a monastery that was once the base of a militant order of paladins devoted to Bahamut. According to legend, the paladins brought a dark artifact back from a far crusade and stored it in their abbey for safekeeping, and evil forces gathered to assault the abbey and take it back. What the legends don’t tell is that this artifact was actually the Deck of Many Things, a force of pure Chaos. This adventure brings characters into the extensive dungeons beneath the ruins - dungeons that are warped and twisted with the raw forces of Chaos surrounding the cards of the deck.
The Dark Tide of Damodan is an underwater rescue adventure, where time is of the essence. A mysterious disease is killing of locals and visitors alike in the port town of Havenword. While the adventurers are in town, Havenword is attacked from the sea by nasty fish-headed creatures. After the battle, the characters learn that the creatures dragged off several townsfolk. They have been tasked with finding the captives and returning them safely. The only problem...they were taken out to sea. The characters must delve into the depths into an underwater keep to rescue the captives. Using the knowledge the captives to help locate one another, all the while, avoiding the sinister Damodan's forces. Will the characters turn the tides in their favor? Or will they swim with the fishes? Published by Crit Academy
In a rain-soaked graveyard, a small group of men stands round a coffin bound with heavy chains. "We are here to mourn the passing of Jean de Cardeau," intones the village priest. " Let us pray that his rest is eternal, and that he never returns." As the pallbearers lift the coffin, something scrapes on the wood from inside. Quickly and without emotion, the attendants slide the casket into a crypt. Then they seal the door and flee. Behind them, unheard, a dull thudding begins, growing louder with the onset of twilight. There can be no peace for those who linger in the earthly realm after death. And there can be no sanctuary on the Night of the Walking Dead! Set in a zombie-infested swampland, "Night of the Walking Dead" is an ideal first-time Ravenloft adventure. Players must unravel the mystery behind a string of murders and disappearances in a village plagued by ambulant undead—and all is not as simple as it seems! The hour of fear is upon us. Are you ready to face the Demiplane of Dread? TSR 9352
Following the opening of its necropolis, the city of Wati is overrun by hordes of the unquiet dead. The heroes must once more brave the abandoned streets and dusty tombs of Wati’s necropolis in search of the powerful artifact called the Mask of the Forgotten Pharaoh, as well as the necromancer who is using it to create the undead uprising. But mysterious masked cultists also seek the artifact so they can bring a pharaoh from the ancient past back to life. Can the heroes defeat the evil necromancer and return the deceased to their graves, or will Wati truly become a city of the dead?
"The Devil Box" is a D&D adventure suitable for four 2nd-level PCs, although it can be modified for parties of 1st or 4th-5th levels as noted int the "Scaling the Adventure" sidebar. Characters completing the adventure are likely to advance to 3rd level. Much of the action takes place in a small town during a festival; this town can easily be dropped into an existing campaign. Since "The Devil Box" expects the PCs to deal with kobolds as temporary allies, it throws in some ethical dilemmas for good-aligned characters. Paladins and good-aligned clerics my have difficulties with such an alliance, but kobolds are definitely the lesser of the two evils involved in this adventure. If the party spurns the assistance of potential kobold allies, you may wish to modify the adventure to make it a bit easier on the player characters, as encounters have been written with the assumption that the heroes have a little help. Uploader's note: A hilariously creepy adventure involving a circus (freakshow), with in style illustrations! (Grid maps included, but not separate maps.)
Far above the village of Barovia sits Castle Ravenloft, the home and fortress of vampire lord Strahd Von Zarovich. Legends claim that Strahd flies with the bats and runs with the wolves to terrorize the countryside. Ancient tales also tell of dungeons and catacombs deep under the castle. Other stories recall the great halls, treasures, and glory of Ravenloft in centuries past. "House of Strahd" is a revision of the classic gothic horror tale I6: Ravenloft, one of the most popular adventures ever produced for the AD&D game. This version is updated for the AD&D 2nd Edition rules, and those from the Ravenloft campaign set. Count Strahd is now more powerful, and his castle is even more terrifying! TSR 9418
Delve into ancient ruins of civilizations past in this one-session adventure for 4th level heroes of the world's greatest roleplaying game! The Corwyn Catacombs is a one-shot adventure that sees characters delve into ancient ruins of a precursor civilization to rescue citizens of Corwyn and keep the village safe from harm! Will the heroes succeed in vanquishing the evils that lurk within? Or will they meet a grisly end, to rise again as servants of the undying Chiran Empire? Published by Animancer
The Cage: A valuable trinket was stolen from the well-protected manor of the lady Morrigan Strange, and she enlists the help of some able-bodied adventurers to retrieve it. As it is the way of things, it turns out the problem is not as simple as it first seemed. A vile demon was trapped in the stolen orb and threatens to kill everyone in sight after its release! The package includes background information about the involved characters, a few details about the town of Beregost, several maps, and lots of adventure!
As the Red War rages and Mulmaster burns, the Cult of Glaugrax sunders the arcane bindings on their alien master, unleashing an ancient evil that threatens to sink the Factions' evacuation efforts. Can you thwart them before the City of Danger is swept away in the wake of Fenaria's revenge? Part 3 of The Neverdusk Trilogy. A Four-to-Six Hour Adventure for Tier 3 Characters. Optimized for APL 13. The long-awaited Conclusion to the tale that started with Ooze There?, an ENnie Awards 2019 nominee in the Best Organized Play category! This adventure is Part 3 of "The Neverdusk Trilogy", and it brings the tale of Fenaria Neverdusk, Sovad Klim, and the mysterious Cult of Glaugrax to a close! Fenaria's Gambit (a.k.a. Ooze Left?) debuted at Doujin Market Online/RPG Day Singapore 2020, a digital convention held by the D&D AL Singapore Community. This v1.01 package includes: - Full color cover art by digital painter Koh Jia Wei (Firons), with art inserts for key scenes in his unique style. - A high quality digital map pack for key encounter locations, in both Black & White and Full Color by digital artist Ryan Tan Chen Wayne (Ryzwayne). - An image by Ryzwayne demonstrating Sovad's ingenuity with the wall of stone spell in his Bonus Objective (Yes, we know he has fans). - A three (3) page cheat sheet with Jason's personal tips for running Fenaria's Gambit.
When a Thayan research expedition returns from the Glacier of the White Wyrm with only two survivors that are reduced to whispering about an ancient pyramid under the ice, perhaps it is time to discover just what scares the life out of a nation of necromancers. The events of DDEP2 Mulmaster Undone resulted in terrible geographic upheaval all around the southeastern region of the Moonsea. Massive landslides, earthquakes, tidal waves, and gnashing tornados devastated the land and the city of Mulmaster was nearly scrubbed from the face of Faerun. Fortunately, these events also revealed previously hidden artifacts—trinkets, mostly—from the ancient Netherese all around the city. The Thayans have long held an interest in the port city and wasted no time in assisting in the rebuilding efforts. They simply asked that a blind eye be turned to their archaeological interests, and in return they would continue to spend their own resources (at no expense to the Mulmasterites or even the High Blade) to rebuild the city, bigger and better than before. It wasn’t long before their interests paid off with the discovery of a research laboratory beneath the Glacier of the White Worm, far to the east of Mulmaster and nestled in the mountains. The Thayans sent a sizable expeditionary force but only two acolytes returned. The visiting Zulkir has found this particularly troublesome, and with the assistance of Rastol Shan, the head of the Cloaks, has arranged for a mercenary force to perform a more pointed investigation of the area. In return the Thayan noble has promised significant compensation. Upon arrival at the dig site, the characters are quick to discover that the laboratory hides ancient and palpable evil. The purpose of the facility can be discerned with careful investigation, and the effect of the still-active fragment of the Dark Obelisk has empowered (some may say attracted) servants of the Worm that Walks. Danger and death await, certainly, though the characters always have the option of running away and living to fight another day…
The Search and Locate Treasure Consortium funded an ill-fated mission into the wastes of Thar. They are unsure if faction infighting or monsters got the best of their expedition team as they followed a map to locate a supposed lost tomb. What dangers and treasures await the party as they go seeking rumors of riches?